Gust of Wind

By Exeter2, in Descent: Journeys in the Dark

I've yet to find a use for gust of wind. Its threat fodder to me. Rarely if ever do I have a hero shooting anything from more than 3 spaces away. Does anyone find this card useful? If so, how?

It can be used to limit LOS for spawning purposes. That being said, I have never used it. Especially in RTL, having the extra what, 7 threat to spawn when the encounter marker already takes 15 to flip seems like too hagh a price to pay for a spawn. It can be argued that spending 25-30 threat could be used to get a couple of kills, but the utility of this card seems to be too few and far between to rely on it. I get rid of them with the Focus Avatar upgrade.

The main use of Gust of Wind is that you know you won't have to spend as much time figuring out what cards you will trade out for your treachery. Other than that, it's not very handy. Still, I can see more times I might use one of these than I would use a dark balm.

Yes, it's far more usefull in Vanilla.

I did use it very very effectively during the final level of the Caverns of Thuul to spawn a Skeleton Patrol (at silver) on the party wehne they where otherwise covering all my spawns. I killed Nanok that way.

Highly subjective a card in RTL, but brilliant when it works. Somewhat subjective a card in Vanilla, and good to lethal when it works.

I keep thinking it will come in handy to shut down heroes who have covered every spawn angle. I haven't employed it yet.

I forgot to mention that this reminded me, I was quite bummed to see that Altar didn't come with a fog 'trap' card. Fog could come in very handy for spawning.

I absolutely love the Patch of Ice trap card in ToI. I use it whenever I can.

I've used it a couple times to get the ranged fighters moving to somewhere I want them to, or at least give me another full turn. It can be more useful in the later game when the heroes have the bows/runes that have so many dice that range is rarely an issue any more. It can be frustrating to pin down the heroes when the enemies can see them, but they can't see the enemy.

Well gust of wind is really a useless card, especially with heroes that keep playing guard, as your monsters will get killed right away.

But in RTL it can be alittle useful when used with skeleton archers. In this combo you can get in some nice hits, that are really worth the threat. It does require that you upgrade your Eldrith first, but after that your skeletons will be in good shape to hit and have a good damage bonus, plus their pierce. With the gust of wind card you can place them just on the boarder of LOS and the heroes with guard can't do anything, because they can't see jack...

We however nurfed it a bit for RTL getting it down to 3 space range, rather then the 5 space range. It made it possible to use beastmen and other monsters as well with the card.

But mostly I also just trade it for threat or remove it for a treachery card instead.

Maruk the Nomad said:

Well gust of wind is really a useless card, especially with heroes that keep playing guard, as your monsters will get killed right away.

But in RTL it can be alittle useful when used with skeleton archers. In this combo you can get in some nice hits, that are really worth the threat. It does require that you upgrade your Eldrith first, but after that your skeletons will be in good shape to hit and have a good damage bonus, plus their pierce. With the gust of wind card you can place them just on the boarder of LOS and the heroes with guard can't do anything, because they can't see jack...

We however nurfed it a bit for RTL getting it down to 3 space range, rather then the 5 space range. It made it possible to use beastmen and other monsters as well with the card.

But mostly I also just trade it for threat or remove it for a treachery card instead.

Hmmm, that seems like the opposite of nerfing...

Might be, but when you get along in RTL it will be nurfing it a bit for the Overlord. That's actually one of the few things I think they haven't done so well with the upgrade system in RTL. Some of the monsters are way, WAAAYY to slow to be of any use. There is no real inscentive to trade any spawn treachery cards into once deck.

Especially some of the big monsters are just cannonfodder.

"nerfing" implies to be made weaker, not stronger (like a nerf bat doesn't hurt as much as a real one). Nerfing "gust of wind" would make it less powerful. Reducing the LOS to 3 is an enhancement, not a nerf.

I feel a princess bride quote coming on....

"You keep using that word. I do not think it means what you think it means."

That one?